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Question by curiousgamedev · Aug 09, 2020 at 02:54 PM · gameobjectplayerapipositioning

FPS micrograme transform position of player

I am using the fps microgame template which provides a player entity to move around the level.

Goal

Right now I am trying to move the player to a different position via a collider object event. But when the event fires off nothing happens.


Debugging

I tried debugging it by just using a keydown function to manually force the position teleport but nothing happens. When I use a different GameObject like a cube it works. Also when using the keydown event I have to click random amount of times and it would finally teleport the player.

So right now puzzled what I am doing wrong

Here is the code I am using

 public class LevelColliderNorth : MonoBehaviour
 {
     public GameObject player; // here I link the player entity from the scene
 
     private void OnTriggerEnter(Collider other)
     {
        player.transform.position = new Vector3(22, 0, 28); // here the player should teleport back to this coordinates
     }
 }



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Answer by curiousgamedev · Aug 09, 2020 at 09:05 PM

Solved it enabling auto sync transforms in project settings. Now the player is teleporting to the position properly.

auto sync transforms - unity setting

Source: https://scholarslab.lib.virginia.edu/blog/teleporting-in-Unity3D/

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Answer by HugoCortell_VFS · Aug 09, 2020 at 07:08 PM

That's a trigger, not a collider.
Try https://docs.unity3d.com/ScriptReference/Collider.OnCollisionEnter.html

EDIT: What do you have as the player, is it the root object, its controller? It matters whether or not it is a child or a root parent.

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avatar image curiousgamedev · Aug 09, 2020 at 09:14 PM 0
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I assume it is the root. Here is a screen shoot. Regarding your comment you are right should actually use a collider and not a trigger. root player object https://imgur.com/rX2GgAJ

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